Refactored entire action engine
Triggers needed action context to function outside of the action engine proper, so now it's been abstracted into its own class
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@@ -2,8 +2,9 @@ import { ValidatedMethod } from 'meteor/mdg:validated-method';
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import { RateLimiterMixin } from 'ddp-rate-limiter-mixin';
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import SimpleSchema from 'simpl-schema';
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import CreatureProperties from '/imports/api/creature/creatureProperties/CreatureProperties.js';
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import getRootCreatureAncestor from '/imports/api/creature/creatureProperties/getRootCreatureAncestor.js';
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import { assertEditPermission } from '/imports/api/sharing/sharingPermissions.js';
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import { applyTriggers } from '/imports/api/engine/actions/applyTriggers.js';
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import ActionContext from '/imports/api/engine/actions/ActionContext.js';
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const damageProperty = new ValidatedMethod({
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name: 'creatureProperties.damage',
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@@ -20,58 +21,105 @@ const damageProperty = new ValidatedMethod({
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numRequests: 20,
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timeInterval: 5000,
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},
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run({_id, operation, value}) {
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// Check permissions
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let property = CreatureProperties.findOne(_id);
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if (!property) throw new Meteor.Error(
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run({ _id, operation, value }) {
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// Get action context
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const prop = CreatureProperties.findOne(_id);
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if (!prop) throw new Meteor.Error(
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'Damage property failed', 'Property doesn\'t exist'
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);
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let rootCreature = getRootCreatureAncestor(property);
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assertEditPermission(rootCreature, this.userId);
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const creatureId = prop.ancestors[0].id;
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const actionContext = new ActionContext(creatureId, [creatureId], this);
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// Check permissions
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assertEditPermission(actionContext.creature, this.userId);
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// Check if property can take damage
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let schema = CreatureProperties.simpleSchema(property);
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let schema = CreatureProperties.simpleSchema(prop);
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if (!schema.allowsKey('damage')){
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throw new Meteor.Error(
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'Damage property failed',
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`Property of type "${property.type}" can't be damaged`
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`Property of type "${prop.type}" can't be damaged`
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);
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}
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let result = damagePropertyWork({ property, operation, value });
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}
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const result = damagePropertyWork({ prop, operation, value, actionContext });
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// Insert the log
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actionContext.writeLog();
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return result;
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},
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});
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export function damagePropertyWork({property, operation, value}){
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let damage, newValue;
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export function damagePropertyWork({ prop, operation, value, actionContext }) {
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// Save the value to the scope before applying the before triggers
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if (operation === 'increment') {
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if (value >= 0) {
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actionContext.scope['$damage'] = value;
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} else {
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actionContext.scope['$healing'] = -value;
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}
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} else {
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actionContext.scope['$set'] = value;
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}
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applyTriggers(actionContext.triggers?.damageProperty?.before, prop, actionContext);
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// fetch the value from the scope after the before triggers, in case they changed them
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if (operation === 'increment') {
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if (value >= 0) {
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value = actionContext.scope['$damage'];
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} else {
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value = -actionContext.scope['$healing'];
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}
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} else {
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value = actionContext.scope['$set'];
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}
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let damage, newValue, increment;
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if (operation === 'set'){
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const total = property.total || 0;
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const total = prop.total || 0;
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// Set represents what we want the value to be after damage
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// So we need the actual damage to get to that value
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damage = total - value;
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// Damage can't exceed total value
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if (damage > total) damage = total;
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if (damage > total && !prop.ignoreLowerLimit) damage = total;
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// Damage must be positive
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if (damage < 0) damage = 0;
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newValue = property.total - damage;
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if (damage < 0 && !prop.ignoreUpperLimit) damage = 0;
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newValue = prop.total - damage;
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// Write the results
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CreatureProperties.update(prop._id, {
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$set: { damage, value: newValue, dirty: true }
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}, {
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selector: prop
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});
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} else if (operation === 'increment'){
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let currentValue = property.value || 0;
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let currentDamage = property.damage || 0;
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let increment = value;
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let currentValue = prop.value || 0;
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let currentDamage = prop.damage || 0;
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increment = value;
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// Can't increase damage above the remaining value
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if (increment > currentValue) increment = currentValue;
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if (increment > currentValue && !prop.ignoreLowerLimit) increment = currentValue;
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// Can't decrease damage below zero
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if (-increment > currentDamage) increment = -currentDamage;
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if (-increment > currentDamage && !prop.ignoreUpperLimit) increment = -currentDamage;
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damage = currentDamage + increment;
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newValue = property.total - damage;
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newValue = prop.total - damage;
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// Write the results
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CreatureProperties.update(prop._id, {
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$inc: { damage: increment, value: -increment },
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$set: { dirty: true },
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}, {
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selector: prop
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});
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}
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// Write the results
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CreatureProperties.update(property._id, {
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$set: {damage, value: newValue, dirty: true}
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}, {
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selector: property
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});
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return damage;
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applyTriggers(actionContext.triggers?.damageProperty?.after, prop, actionContext);
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if (operation === 'set') {
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return damage;
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} else if (operation === 'increment') {
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return increment;
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}
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}
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export default damageProperty;
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